Files
TheDeclineOfWarriors/Assets/Features/VoxelWorldNavMesh/Runtime/VoxelWorldNavMeshConfig.cs
T
Alexander Borisov 0b380def78 refactor nav coverage into clustered windows
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
2026-04-08 13:52:00 +03:00

21 lines
769 B
C#

using System;
using UnityEngine;
namespace InfiniteWorld.VoxelWorld.NavMesh
{
[Serializable]
public sealed class VoxelWorldNavMeshConfig
{
[Min(0)] public int agentTypeId;
[Min(1)] public int maxNavMeshBuildsPerFrame = 1;
[Min(0f)] public float navBoundsHorizontalPadding = 1f;
[Min(0f)] public float navBoundsVerticalPadding = 2f;
[Min(1)] public int maxActiveCoverageWindows = 3;
[Min(0f)] public float clusterMergeDistanceInChunks = 4f;
[Min(0f)] public float coveragePaddingInChunks = 2f;
[Min(0.25f)] public float coverageQuantizationInChunks = 1f;
[Min(1f)] public float minCoverageWindowSizeInChunks = 4f;
[Min(0)] public int chunkCollectionMarginInChunks = 1;
}
}